X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_texfilter.c;h=ec281776d0d1f998fffc9a36bd8d7cdf464fa7ac;hb=cd6a31cd4a9ea6deef4778c2eaef2d47240c3a6e;hp=76b65cc755e4c9bb1f058a3e2d2228ebb6be9bd6;hpb=e32487b8a13a9efabb0359a9dde33e074e905e82;p=mesa.git diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 76b65cc755e..ec281776d0d 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -135,8 +135,11 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, /** - * If A is a signed integer, A % B doesn't give the right value for A < 0 - * (in terms of texture repeat). Just casting to unsigned fixes that. + * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the + * right results for A<0. Casting to A to be unsigned only works if B + * is a power of two. Adding a bias to A (which is a multiple of B) + * avoids the problems with A < 0 (for reasonable A) without using a + * conditional. */ #define REMAINDER(A, B) (((A) + (B) * 1024) % (B)) @@ -445,7 +448,7 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, switch (wrapMode) { case GL_CLAMP: /* Not exactly what the spec says, but it matches NVIDIA output */ - fcol = CLAMP(coord - 0.5F, 0.0, max-1); + fcol = CLAMP(coord - 0.5F, 0.0F, max - 1); i0 = IFLOOR(fcol); i1 = i0 + 1; break; @@ -474,16 +477,29 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, } +/** + * Compute slice/image to use for 1D or 2D array texture. + */ +static INLINE GLint +tex_array_slice(GLfloat coord, GLsizei size) +{ + GLint slice = IFLOOR(coord + 0.5f); + slice = CLAMP(slice, 0, size - 1); + return slice; +} + + /** * Compute nearest integer texcoords for given texobj and coordinate. + * NOTE: only used for depth texture sampling. */ static INLINE void nearest_texcoord(const struct gl_texture_object *texObj, + GLuint level, const GLfloat texcoord[4], GLint *i, GLint *j, GLint *k) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -506,13 +522,13 @@ nearest_texcoord(const struct gl_texture_object *texObj, break; case GL_TEXTURE_1D_ARRAY_EXT: *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); - *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); + *j = tex_array_slice(texcoord[1], height); *k = 0; break; case GL_TEXTURE_2D_ARRAY_EXT: *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]); - *k = clamp_rect_coord_nearest(texObj->WrapR, texcoord[2], depth); + *k = tex_array_slice(texcoord[2], depth); break; default: *i = *j = *k = 0; @@ -522,15 +538,16 @@ nearest_texcoord(const struct gl_texture_object *texObj, /** * Compute linear integer texcoords for given texobj and coordinate. + * NOTE: only used for depth texture sampling. */ static INLINE void linear_texcoord(const struct gl_texture_object *texObj, + GLuint level, const GLfloat texcoord[4], GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, GLfloat *wi, GLfloat *wj) { - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *img = texObj->Image[0][baseLevel]; + const struct gl_texture_image *img = texObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -556,7 +573,7 @@ linear_texcoord(const struct gl_texture_object *texObj, case GL_TEXTURE_1D_ARRAY_EXT: linear_texel_locations(texObj->WrapS, img, width, texcoord[0], i0, i1, wi); - *j0 = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); + *j0 = tex_array_slice(texcoord[1], height); *j1 = *j0; *slice = 0; break; @@ -566,7 +583,7 @@ linear_texcoord(const struct gl_texture_object *texObj, texcoord[0], i0, i1, wi); linear_texel_locations(texObj->WrapT, img, height, texcoord[1], j0, j1, wj); - *slice = clamp_rect_coord_nearest(texObj->WrapR, texcoord[2], depth); + *slice = tex_array_slice(texcoord[2], depth); break; default: @@ -781,7 +798,7 @@ get_border_color(const struct gl_texture_object *tObj, * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ static INLINE void -sample_1d_nearest(GLcontext *ctx, +sample_1d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLfloat rgba[4]) @@ -805,7 +822,7 @@ sample_1d_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ static INLINE void -sample_1d_linear(GLcontext *ctx, +sample_1d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLfloat rgba[4]) @@ -846,7 +863,7 @@ sample_1d_linear(GLcontext *ctx, static void -sample_1d_nearest_mipmap_nearest(GLcontext *ctx, +sample_1d_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -861,7 +878,7 @@ sample_1d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_1d_linear_mipmap_nearest(GLcontext *ctx, +sample_1d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -876,7 +893,7 @@ sample_1d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_1d_nearest_mipmap_linear(GLcontext *ctx, +sample_1d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -901,7 +918,7 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_1d_linear_mipmap_linear(GLcontext *ctx, +sample_1d_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -927,7 +944,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx, /** Sample 1D texture, nearest filtering for both min/magnification */ static void -sample_nearest_1d( GLcontext *ctx, +sample_nearest_1d( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -943,7 +960,7 @@ sample_nearest_1d( GLcontext *ctx, /** Sample 1D texture, linear filtering for both min/magnification */ static void -sample_linear_1d( GLcontext *ctx, +sample_linear_1d( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -959,7 +976,7 @@ sample_linear_1d( GLcontext *ctx, /** Sample 1D texture, using lambda to choose between min/magnification */ static void -sample_lambda_1d( GLcontext *ctx, +sample_lambda_1d( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -1038,7 +1055,7 @@ sample_lambda_1d( GLcontext *ctx, * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ static INLINE void -sample_2d_nearest(GLcontext *ctx, +sample_2d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -1071,7 +1088,7 @@ sample_2d_nearest(GLcontext *ctx, * New sampling code contributed by Lynn Quam . */ static INLINE void -sample_2d_linear(GLcontext *ctx, +sample_2d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -1135,7 +1152,7 @@ sample_2d_linear(GLcontext *ctx, * We don't have to worry about the texture border. */ static INLINE void -sample_2d_linear_repeat(GLcontext *ctx, +sample_2d_linear_repeat(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -1168,7 +1185,7 @@ sample_2d_linear_repeat(GLcontext *ctx, static void -sample_2d_nearest_mipmap_nearest(GLcontext *ctx, +sample_2d_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1182,7 +1199,7 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_2d_linear_mipmap_nearest(GLcontext *ctx, +sample_2d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1197,7 +1214,7 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_2d_nearest_mipmap_linear(GLcontext *ctx, +sample_2d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1222,7 +1239,7 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_2d_linear_mipmap_linear( GLcontext *ctx, +sample_2d_linear_mipmap_linear( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -1247,7 +1264,7 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx, static void -sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, +sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1277,7 +1294,7 @@ sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, /** Sample 2D texture, nearest filtering for both min/magnification */ static void -sample_nearest_2d(GLcontext *ctx, +sample_nearest_2d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1293,7 +1310,7 @@ sample_nearest_2d(GLcontext *ctx, /** Sample 2D texture, linear filtering for both min/magnification */ static void -sample_linear_2d(GLcontext *ctx, +sample_linear_2d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1326,7 +1343,7 @@ sample_linear_2d(GLcontext *ctx, * Format = GL_RGB */ static void -opt_sample_rgb_2d(GLcontext *ctx, +opt_sample_rgb_2d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1367,7 +1384,7 @@ opt_sample_rgb_2d(GLcontext *ctx, * Format = GL_RGBA */ static void -opt_sample_rgba_2d(GLcontext *ctx, +opt_sample_rgba_2d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1402,7 +1419,7 @@ opt_sample_rgba_2d(GLcontext *ctx, /** Sample 2D texture, using lambda to choose between min/magnification */ static void -sample_lambda_2d(GLcontext *ctx, +sample_lambda_2d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1523,7 +1540,7 @@ sample_lambda_2d(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static INLINE void -sample_3d_nearest(GLcontext *ctx, +sample_3d_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -1555,7 +1572,7 @@ sample_3d_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_3d_linear(GLcontext *ctx, +sample_3d_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -1649,7 +1666,7 @@ sample_3d_linear(GLcontext *ctx, static void -sample_3d_nearest_mipmap_nearest(GLcontext *ctx, +sample_3d_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4] ) @@ -1663,7 +1680,7 @@ sample_3d_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_3d_linear_mipmap_nearest(GLcontext *ctx, +sample_3d_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1678,7 +1695,7 @@ sample_3d_linear_mipmap_nearest(GLcontext *ctx, static void -sample_3d_nearest_mipmap_linear(GLcontext *ctx, +sample_3d_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1703,7 +1720,7 @@ sample_3d_nearest_mipmap_linear(GLcontext *ctx, static void -sample_3d_linear_mipmap_linear(GLcontext *ctx, +sample_3d_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1729,7 +1746,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx, /** Sample 3D texture, nearest filtering for both min/magnification */ static void -sample_nearest_3d(GLcontext *ctx, +sample_nearest_3d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1745,7 +1762,7 @@ sample_nearest_3d(GLcontext *ctx, /** Sample 3D texture, linear filtering for both min/magnification */ static void -sample_linear_3d(GLcontext *ctx, +sample_linear_3d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1761,7 +1778,7 @@ sample_linear_3d(GLcontext *ctx, /** Sample 3D texture, using lambda to choose between min/magnification */ static void -sample_lambda_3d(GLcontext *ctx, +sample_lambda_3d(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1916,7 +1933,7 @@ choose_cube_face(const struct gl_texture_object *texObj, static void -sample_nearest_cube(GLcontext *ctx, +sample_nearest_cube(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1934,7 +1951,7 @@ sample_nearest_cube(GLcontext *ctx, static void -sample_linear_cube(GLcontext *ctx, +sample_linear_cube(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1952,7 +1969,7 @@ sample_linear_cube(GLcontext *ctx, static void -sample_cube_nearest_mipmap_nearest(GLcontext *ctx, +sample_cube_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -1981,7 +1998,7 @@ sample_cube_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_cube_linear_mipmap_nearest(GLcontext *ctx, +sample_cube_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2000,7 +2017,7 @@ sample_cube_linear_mipmap_nearest(GLcontext *ctx, static void -sample_cube_nearest_mipmap_linear(GLcontext *ctx, +sample_cube_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2029,7 +2046,7 @@ sample_cube_nearest_mipmap_linear(GLcontext *ctx, static void -sample_cube_linear_mipmap_linear(GLcontext *ctx, +sample_cube_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2059,7 +2076,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, /** Sample cube texture, using lambda to choose between min/magnification */ static void -sample_lambda_cube(GLcontext *ctx, +sample_lambda_cube(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2133,7 +2150,7 @@ sample_lambda_cube(GLcontext *ctx, static void -sample_nearest_rect(GLcontext *ctx, +sample_nearest_rect(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2167,7 +2184,7 @@ sample_nearest_rect(GLcontext *ctx, static void -sample_linear_rect(GLcontext *ctx, +sample_linear_rect(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2233,7 +2250,7 @@ sample_linear_rect(GLcontext *ctx, /** Sample Rect texture, using lambda to choose between min/magnification */ static void -sample_lambda_rect(GLcontext *ctx, +sample_lambda_rect(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2269,7 +2286,6 @@ sample_lambda_rect(GLcontext *ctx, } - /**********************************************************************/ /* 2D Texture Array Sampling Functions */ /**********************************************************************/ @@ -2278,7 +2294,7 @@ sample_lambda_rect(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void -sample_2d_array_nearest(GLcontext *ctx, +sample_2d_array_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -2293,7 +2309,7 @@ sample_2d_array_nearest(GLcontext *ctx, i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); - array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); + array = tex_array_slice(texcoord[2], depth); if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height || @@ -2311,7 +2327,7 @@ sample_2d_array_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_2d_array_linear(GLcontext *ctx, +sample_2d_array_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -2328,7 +2344,7 @@ sample_2d_array_linear(GLcontext *ctx, linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); - array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); + array = tex_array_slice(texcoord[2], depth); if (array < 0 || array >= depth) { COPY_4V(rgba, tObj->BorderColor.f); @@ -2381,7 +2397,7 @@ sample_2d_array_linear(GLcontext *ctx, static void -sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, +sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2396,7 +2412,7 @@ sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, +sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2412,7 +2428,7 @@ sample_2d_array_linear_mipmap_nearest(GLcontext *ctx, static void -sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, +sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2439,7 +2455,7 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, static void -sample_2d_array_linear_mipmap_linear(GLcontext *ctx, +sample_2d_array_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2467,7 +2483,7 @@ sample_2d_array_linear_mipmap_linear(GLcontext *ctx, /** Sample 2D Array texture, nearest filtering for both min/magnification */ static void -sample_nearest_2d_array(GLcontext *ctx, +sample_nearest_2d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2484,7 +2500,7 @@ sample_nearest_2d_array(GLcontext *ctx, /** Sample 2D Array texture, linear filtering for both min/magnification */ static void -sample_linear_2d_array(GLcontext *ctx, +sample_linear_2d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2500,7 +2516,7 @@ sample_linear_2d_array(GLcontext *ctx, /** Sample 2D Array texture, using lambda to choose between min/magnification */ static void -sample_lambda_2d_array(GLcontext *ctx, +sample_lambda_2d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2588,7 +2604,7 @@ sample_lambda_2d_array(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void -sample_1d_array_nearest(GLcontext *ctx, +sample_1d_array_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -2601,7 +2617,7 @@ sample_1d_array_nearest(GLcontext *ctx, (void) ctx; i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); + array = tex_array_slice(texcoord[1], height); if (i < 0 || i >= (GLint) img->Width || array < 0 || array >= (GLint) img->Height) { @@ -2618,7 +2634,7 @@ sample_1d_array_nearest(GLcontext *ctx, * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void -sample_1d_array_linear(GLcontext *ctx, +sample_1d_array_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], @@ -2633,7 +2649,7 @@ sample_1d_array_linear(GLcontext *ctx, GLfloat t0[4], t1[4]; linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); + array = tex_array_slice(texcoord[1], height); if (img->Border) { i0 += img->Border; @@ -2667,7 +2683,7 @@ sample_1d_array_linear(GLcontext *ctx, static void -sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, +sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2682,7 +2698,7 @@ sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, static void -sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, +sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2698,7 +2714,7 @@ sample_1d_array_linear_mipmap_nearest(GLcontext *ctx, static void -sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, +sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2723,7 +2739,7 @@ sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, static void -sample_1d_array_linear_mipmap_linear(GLcontext *ctx, +sample_1d_array_linear_mipmap_linear(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2749,7 +2765,7 @@ sample_1d_array_linear_mipmap_linear(GLcontext *ctx, /** Sample 1D Array texture, nearest filtering for both min/magnification */ static void -sample_nearest_1d_array(GLcontext *ctx, +sample_nearest_1d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2765,7 +2781,7 @@ sample_nearest_1d_array(GLcontext *ctx, /** Sample 1D Array texture, linear filtering for both min/magnification */ static void -sample_linear_1d_array(GLcontext *ctx, +sample_linear_1d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2781,7 +2797,7 @@ sample_linear_1d_array(GLcontext *ctx, /** Sample 1D Array texture, using lambda to choose between min/magnification */ static void -sample_lambda_1d_array(GLcontext *ctx, +sample_lambda_1d_array(struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -2952,16 +2968,40 @@ shadow_compare4(GLenum function, GLfloat coord, /** - * Sample a shadow/depth texture. + * Choose the mipmap level to use when sampling from a depth texture. + */ +static int +choose_depth_texture_level(const struct gl_texture_object *tObj, GLfloat lambda) +{ + GLint level; + + if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { + /* no mipmapping - use base level */ + level = tObj->BaseLevel; + } + else { + /* choose mipmap level */ + lambda = CLAMP(lambda, tObj->MinLod, tObj->MaxLod); + level = (GLint) lambda; + level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel); + } + + return level; +} + + +/** + * Sample a shadow/depth texture. This function is incomplete. It doesn't + * check for minification vs. magnification, etc. */ static void -sample_depth_texture( GLcontext *ctx, +sample_depth_texture( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat texel[][4] ) { - const GLint baseLevel = tObj->BaseLevel; - const struct gl_texture_image *img = tObj->Image[0][baseLevel]; + const GLint level = choose_depth_texture_level(tObj, lambda[0]); + const struct gl_texture_image *img = tObj->Image[0][level]; const GLint width = img->Width; const GLint height = img->Height; const GLint depth = img->Depth; @@ -2971,8 +3011,6 @@ sample_depth_texture( GLcontext *ctx, GLenum function; GLfloat result; - (void) lambda; - ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL_EXT); @@ -2995,7 +3033,7 @@ sample_depth_texture( GLcontext *ctx, GLfloat depthSample; GLint col, row, slice; - nearest_texcoord(tObj, texcoords[i], &col, &row, &slice); + nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice); if (col >= 0 && row >= 0 && col < width && row < height && slice >= 0 && slice < depth) { @@ -3018,6 +3056,9 @@ sample_depth_texture( GLcontext *ctx, case GL_ALPHA: ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); break; + case GL_RED: + ASSIGN_4V(texel[i], result, 0.0F, 0.0F, 1.0F); + break; default: _mesa_problem(ctx, "Bad depth texture mode"); } @@ -3033,7 +3074,7 @@ sample_depth_texture( GLcontext *ctx, GLfloat wi, wj; GLuint useBorderTexel; - linear_texcoord(tObj, texcoords[i], &i0, &i1, &j0, &j1, &slice, + linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice, &wi, &wj); useBorderTexel = 0; @@ -3123,7 +3164,7 @@ sample_depth_texture( GLcontext *ctx, * Note: fragment programs don't observe the texture enable/disable flags. */ static void -null_sample_func( GLcontext *ctx, +null_sample_func( struct gl_context *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLfloat rgba[][4]) @@ -3146,7 +3187,7 @@ null_sample_func( GLcontext *ctx, * Choose the texture sampling function for the given texture object. */ texture_sample_func -_swrast_choose_texture_sample_func( GLcontext *ctx, +_swrast_choose_texture_sample_func( struct gl_context *ctx, const struct gl_texture_object *t ) { if (!t || !t->_Complete) {